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    1. Mork2

      Thoughts on Gigantism

      Look at titans this way as well due to the system hp penalty for size a larger chunk of the ship will be left behind when you kill it. At 2.0 penalty each system block HP killed will be worth three times the system HP points for the total ship system HP damage. So you only have to kill 17% of...
    2. Mork2

      (Question) Lock-On missile turret and Y-Axis

      All beams and cannons doubled dps to 10/sec/block so the power use doubled as well. Just half the number of weapon blocks to go back to previous damage and power usage. Missile/beam range increase to 4.8x sector size. All missile x4 damage compared to previously and x2 more power. Missile...
    3. Mork2

      Weapon Range Controller

      At the moment you can extend all weapon ranges by changing the servers sector size. Doubling the sector size will double all weapon ranges. All weapon ranges are set as a multiple of sector size. This also applies to a lot of support weapons/salvaging. Just I don't remember their range...
    4. Mork2

      Escape pods

      I would suggest having the pod on a platform that flips 180 degrees. Rotation on rails is far faster than moving by rails. If the push beam is on the main ship body it will pass through the platform to push you after you undock. I also recommend having multiple pods setup. Each have a remote...
    5. Mork2

      (Question) Lock-On missile turret and Y-Axis

      The bobby AI does have to face the target to fire lock on missiles at it. Though you can point the computer in a different direction and the lock on missiles will initially launch in that direction.
    6. Mork2

      Can't get my turrets to rotate.

      each block has different mass varying at 0.25, 0.1, 0.5, 0.03 and 0.01 each. Assuming there isn't a bug just hop in the core of the barrel assembly and in build mode the mass will be listed. While the wiki says 3.5 the in game the structure config showed it as 5 mass each last time I looked.
    7. Mork2

      Can't get my turrets to rotate.

      I usually bury a lot of the turret base parts under the main hull. So people can't kill the turret base from the outside until the main ship shields are down....or they have to hit the turret axis or docking blocks or other critical components.
    8. Mork2

      Can't get my turrets to rotate.

      The base of the turret needs enough mass enhancers to cover the turret weapons mounted on it the number of mass enhancers required is mass of turret - 50 then divide by 5 round up for 100% possible rotation speed. This is still limited by your overall turret mass. Turrets over 50mass all have...
    9. Mork2

      Ship Explosions: How we should handle dead ships

      I would advise against the random damage pulses during overheat countdown. Your going to have a hard enough time trying to escape from your dying ship while someone is trying to kill you as it is. Also its even more unlikely for someone to then try to board a ship and reset it. As you have a...
    10. Mork2

      Turrets designed for human use

      Define your requirements for a turret used by humans. By my definition I just need to have the turret core accessible from the inside of the ship and a camera if required to target things as you manually move it around. I usually add that to the larger capital class turrets as I have wireless...
    11. Mork2

      Extremely Large Shipyard anyone?

      A shipyard capable of fitting a ship 900m long, and around minimum 200m wide and high up is something on my to do list. With multiple 3x3 standard USDs docks extended out along the station side of the shipyard. It then allows the possibility of a warp gate perpendicular to the shipyard on...
    12. Mork2

      Modular Components Issues

      Good find my bad. Divide by power by 600 to get the block count for a single power supply beam. If you divide by 300 that's the block count for both power supply beams. Updating the previous post. If you were going to just use a single supply beam version then double the number of blocks but...
    13. Mork2

      Modular Components Issues

      The modular power system. Must of the previous bugs have been ironed out over a few of the patches but we did find one of the reasons why its still not quite working like its suppose to. While the power transfer beams can now kinda working properly they don't completely work. The only two...
    14. Mork2

      Power Transfer Issue Can someone verify?

      Checked it is also only using 4 ticks worth of energy.
    15. Mork2

      USS Defiant Mk4 (interlocked entities: lessons learned)

      The ANY setting for the bobby AI will only attack things with an AI setting which I don't think includes the actual station. That and the AIs don't have great accuracy. Generally bobby AI will work against missiles when set against missiles that's when their accuracy is actually pretty good...
    16. Mork2

      Full-strength shields not stopping all damage to turrets?

      You are right while the main ship shields is above 50% the hits on any docked entity whose shields can't handle the hit will pass it up the chain to the main ship. Some of us have tested this a bit so it should be working. The one unlikely thing I can think of was if the main ship shields...
    17. Mork2

      Power Transfer Issue Can someone verify?

      With the current bug not putting the 1 out of 5 ticks on energy on target if it doesn't consume the extra power wouldn't it be possible to upsize the power transfer beam by 25% to make up for it? Or does it consume all 5 ticks power anyway?
    18. Mork2

      Point Defense Test

      The CM on one turret by itself will need a minor miracle to hit a single missile. Its there to help against massive swarmer launchers. Especially if you have multiple turrets with them. And also if a hit will decloak a cloaker then its a plus... I have tried some systems with logic activated...
    19. Mork2

      Dev Blog : October 20th 2015

      Um wow Activation gates will be so useful for fly in hangers, push catapults etc If it works with docked objects and only has to be U shaped like a shipyard, instead of a full loop like a warp gate you could manipulate railed objects with logic much easier for elevators, etc......
    20. Mork2

      Rails/Turrets - Would more than one connection point ever be possible?

      Id like to have two connection as well for hinges one on each side. They would have to force it so multiple docks only worked between 2 entities only to avoid some craziness. But just thinking of how to program that in and to get it to work is boggling my mind.....I would also be worried if...